Surprising P.E.K.K.A Graveyard Deck for Arena 9+ | Clash Royale Guides

Surprising P.E.K.K.A Graveyard Deck for Arena 9+

Hey everyone, this is General NX here. Today, I’ve brought you all one of my favorite decks. This deck exerts extreme offensive pressure on your opponents so they can never ignore everything. It’s also a beast in counter pushes and a lot of fun to play, so let’s check it out!

Clash Royale P.E.K.K.AClash Royale Battle RamClash Royale GraveyardClash Royale Executioner
Clash Royale TornadoClash Royale FurnaceClash Royale ZapClash Royale Mega Minion

Surprising P.E.K.K.A Graveyard Deck

I made this deck originally for challenges and it worked like a charm. Since then, I’ve upgraded all my levels and now I’ve been able to push to my personal best of 4426 trophies and my season’s high of 4316 trophies.

Card sBreakdown:

P.E.K.K.A: Your main tank and tank killer, but not necessarily your main win condition. Sometimes, it reaches the Tower, but other times, you just use it on defense or to tank for the rest of your troops.

It’s your best bet versus the dreaded Royal Giant, and usually the P.E.K.K.A Executioner combo will clean up an entire push of any kind.

It’s one of the core cards of this deck, as without it, you’ll be down one of your main defense options.

Play her somewhat cautiously.

Executioner: A great splash card for the deck as it’s somewhat lacking in splash otherwise.

He’s your main counter to any swarm and glass Cannon as the Executioner-Tornado combo is devastating when played right. In fact, that combo alone can stop a push.

It’s also great for your offense as it helps protect your Battle Ram and it can tank for Graveyard as it splashes any swarm they might try to play to counter it. However, you do have to look out for Rocket, as once you know they have it, you have to play much more decisively.

For a safer option, you can replace him with Baby Dragon but you’ll have to sacrifice the power he brings to the battlefield.

Battle Ram: You could actually say that the Battle Ram has just as important of a defense role as an offensive card.

It counters Elite Barbarians very well and you can use it as a shield for the rest of your troops.

It’s still very great on offense as the Ram-Graveyard combo devastates when it isn’t countered properly. It counters any defensive building for your P.E.K.K.A and can never be ignored. I use it as a lead sometimes just to see what kind of deck their running.

Overall, a great card for this deck and many more.

Furnace: The Furnace is THE BEST card you can have in your hand. As long as it’s equally leveled, you can just plop it down and do tons of chip damage or force your opponent to counter it.

It’s a pretty solid defensive building, with more HP than a Cannon, and its Fire Spirits can clean up any leftover troops that may be left from your opponent’s push.

A simple Fire Spirit and Battle Ram push can actually leave some destruction in it’s wake, and force your opponent to react.

It’s also good for counter pushes as it adds a little free splash to your leftover troops to give that push a little more power.

Graveyard: Graveyard is probably the most consistent for destroying towers in this deck, as it has so many complimentary cards for it inside this deck. Basically any troop in this deck can work well with it.

  • P.E.K.K.A-Graveyard is obviously pretty devastating as long as you keep your P.E.K.K.A tanking the Tower.
  • Ram-Graveyard is a fast threat that always forces a quick reaction out of your opponent and it clutches a lot of games.
  • Executioner-Graveyard is good versus any swarm troops your opponent might play to counter your Graveyard.

You want to use it as your primary damage dealer in the first two minutes of a game until you can start building a massive push with your P.E.K.K.A.

This card is irreplaceable in this deck as it is critical for your offense in case all else fails.

Tornado: This is probably my favorite spell in the game is it offers so much control. You can basically hard counter Hog Rider with it as this deck is missing an effective way to deal with him.

It synergies incredibly well with Executioner as it pulls everything to the whirling axe of death. It even works pretty good with P.E.K.K.A because you can pull everything to her as she’s tanky enough to take the oncoming damage and her slow movement speed makes it hard for her to reach all of her targets without Tornado.

You could replace it with another spell as well, but I prefer Tornado above all others.

Zap: A pretty good card that doesn’t need much explaining.

It resets Inferno Tower, one shots Skeletons, Spear Goblins, Fire Spirits, and sometimes stab Goblins. Works well with Graveyard because it has an instant deploy time, eliminating or stunning threats very quickly.

You can replace it with Log to make it stronger versus Log-bait and it’s probably just as good. However, I use Zap because of the stun it brings to the arena.

Mega Minion: Your main anti-air and glass Cannon killer.

Combining Mega Minion with Zap allows it to take out many threats such as Musketeers or opposing Mega Minions.

It helps a lot versus ground threats such Elite Barbarians and it helps A TON versus Lavaloon.

Mega Minion-Tornado combo will basically shut down a simple Lavaloon push. It’s not very great on offense and you can easily replace it with something of your choosing.

I’ve experimented with Electro Wizard, Dart Goblin, regular Minions, and Ice Spirit, so you can try any of those if you want.

Strategy and Gameplan:

Your ideal starting hand is one that has one or more of the following: P.E.K.K.A, Furnace, Tornado, or Battle Ram. I would prioritize Furnace as #1, then P.E.K.K.A, followed by Tornado, and finally Battle Ram. There’s a pretty high chance that you have at least one of these, so you’re usually not in a bad position upon the starting hand.

If you start with Furnace:

  • Place it down the lane of your choice to start chipping
  • Place it behind your Tower if you prefer that placement (I don’t recommend it though)
  • Place it as a defensive building if they try to rush you (although Tornado is better at this)

If you start with P.E.K.K.A:

  • Use it defensively in the back if they drop a tank or a support in the back
  • Use P.E.K.K.A at bridge if they drop a Royal Giant in front
  • Place her accordingly depending if they drop something in the front to rush

If you start with Tornado:

  • Place it defensively to counter basically anything for a positive Elixir trade (except tanks)
  • Use it to disrupt any combos they might to build up

If you start with Battle Ram:

  • Rush your opponent to see what kind of deck their using. You can usually see what deck they’re using depending on what they use to counter. Information is powerful with this deck as it can help you save your defensive cards and adjust your offense.

Your worst starting hand is one without any of the listed cards above. Your ABSOLUTE worst starting hand is Executioner, Zap, Mega minion, and Graveyard. If you’re unfortunate enough to have this starting hand, usually you would just want to play defensively or cycle by dropping Executioner or Mega minion in the back. This forces them to address your troops and it gives you a bit of insight as to what deck they’re using.

Throughout the rest of the game, you want to be making positive Elixir trades and constantly applying pressure. Chances are, you can take a Tower before double Elixir with a killer counter push, which is one of the most satisfying feelings to me. Once, I countered an RG push and almost got a 3-crown of the lethal counter push that I had built up.

This deck is almost all about counter pushes and it’s definitely the most effective way to decimate towers with this deck.

When double Elixir hits (or overtime as some people call it), it’s when you actually start making the first offensive moves.

Start your push with a P.E.K.K.A in the back (but be careful! they can rush you when you do this, so always have a defensive card on hand when you do this), then I usually follow up with an Executioner and a Battle Ram in the inner section of the lane.

Placing the Battle Ram there makes it so that if they try to pull with a building, it will be decimated and distracted by the Ram.

I would prioritize supporting the push with spells over getting Graveyard down as if your push dies as you play Graveyard, that’s basically a wasted 5 Elixir right there.

You can get creative with P.E.K.K.A down one lane and a Battle Ram push down the other, but I generally stick with one lane and keep pressuring that one.

This deck is pretty solid offensively, and in most of my matches (even losses) I always take a Tower.

There are two big mistakes that you can make with this deck, and those are poor defense and overcommitment.

This deck requires a fair amount of skill to play on offense, but you need to play especially well on defense.

For example, Tornado is one of the best defensive cards in the game and can be incredibly frustrating to play against, but played wrong and it’s worthless.

Defensive play comes with skill and understanding of the game, so the best way to fix problems on defense is to just play the game more and learn your decks. Also, with this deck, it’s very easy to get carried away on offense and just drop tons of useless Elixir.

For example, if you have a P.E.K.K.A on the field and you know they have an Inferno Tower on hand, don’t drop Executioner if you don’t have Zap in cycle. If you do drop Executioner in that situation, you’re putting yourself in a position to get easily punished by your opponent. To prevent this mistake, just think before you make actions. If you think before you place an extra troop, you could save yourself Elixir and Tower damage

Click here to see Matchups

Royal Giant: This isn’t that hard of a matchup (if they aren’t max level), but what you have to look out for is the chip damage. Each Royal Giant is almost guaranteed a few Cannon shots even with a P.E.K.K.A destroying him. Your gameplan should be to defend Royal Giant pushes with your P.E.K.K.A and/or Tornado and push with your Ram and Graveyard. If you properly support your Mini Graveyard pushes, you can outchip their damage and win the game in the end. You never want to let your opponent take a Tower however, as Royal Giant in the middle is almost impossible to stop from getting damage off.

Also, one of my favorite things to do is pull the RG into the other lane, completely trolling your opponent.

Elite Barbarians: You have three main counters to these guys: P.E.K.K.A, Battle Ram, and Tornado. P.E.K.K.A is the best counter to stop all damage and set you up for a counter push, but it’s also the most expensive. Battle Ram can be used to pull the Elite Barbarians to the other Tower, then spawn two Barbarians to clean them up. You have to place it on the first to third tile from the river in the other lane to properly pull the Elite Barbarians, so practicing the placement will help. Tornado is usually your last ditch effort to save your Tower as you can use it to activate your king Tower of just pull them to the center of the arena.

Hog Rider: One word: Tornado. Tornado is THE HARD COUNTER to Hog Rider as once you activate your king’s Tower using Tornado, you can shutdown Hog Rider by pulling him to the center of the arena, where all three towers can target him. The only thing you have to look out for are Hog Cycle decks as they may be able to outcycle your Tornado. However, you still have Furnace and Mega Minion to defend him, so you should be fine in this matchup.

Giant: P.E.K.K.A absolutely wrecks any Giant push they would try to build up. You can place her in the back to assassinate all the support troops first, then use Tornado to pull the Giant to the king’s Tower or pull him back to the P.E.K.K.A for her to shred him to pieces. As for offense, don’t use your P.E.K.K.A as she is how you will counter their pushes. Use your Battle Ram and Graveyard instead of your P.E.K.K.A to destroy their Tower. If they can hard counter your offense pushes, be prepared to outchip them or just stall out for a draw.

Golem: Same story as Giant Matchups, P.E.K.K.A wrecks the big guy. You should use the same gameplan as you would versus Giant, just be careful not to let the pumps build up. Also, you might need Executioner on defense more because Golem decks tend to run a lot of air supporting troops (such as Baby Dragon, Minions, etc.). Executioner does a good job of cleaning them all up as well as any other troops they might want to place.

Siege: Once again, P.E.K.K.A is your saving grace. You can imagine her as the valiant hero destroying all the demons that you will face in your battles (okay maybe not but still). She can kill the building very easily, just be prepared to face swarms of troops and Inferno Tower. In this case, Zap will be your best friend as it can instantly destroy hordes of troops and reset the charge on Inferno Towers. Mega Minion is also quite helpful in this matchup as it’s an air troop, meaning less defenses will be able to target it, and Battle Ram can help a lot in the destroying of those pesky buildings.

Lava Hound (Lavaloon): Lava Hound matchups are very interesting. Most Lava Hound decks can absolutely demolish your P.E.K.K.A and any P.E.K.K.A pushes you try to make, but your Executioner-Tornado combo brutally destroys any push they try to build up. Most likely, you’ll get stuck in a boring chip battle with your Graveyard and their spells. However, if you see an opportunity to strike, capitalize on that because it could end up winning you the match.

Log-Bait: Potentially the hardest matchup, as you have no efficient way of killing the Goblin Barrel. Your best bet will be activating the king’s Tower first, then zapping to Goblins to prevent a most of the damage. However, you need to take down at least one Tower if you want a chance of victory as they will most likely be able to chip out one of your own towers. Most of my matches against Log-bait end up as draws, as there’s simply not much you can do to help yourself in this matchup. You could fix this problem by replacing Zap with Log, but that makes the deck very weak to Inferno Tower, Inferno Dragon, and you’ll even have problems against Sparky (in the rare chance that you see her).

Three Musketeers: Also a hard matchup. Your plan versus these decks should be to use the P.E.K.K.A to kill the two Musketeers (or sometimes three) that go down one lane, and use your other troops to clean up the other lane. I suggest using Graveyard to put pressure or destroy their pumps as ignoring them leads to your downfall. Battle Ram is going to be your main offense in these matchups as many Three Musketeer decks don’t have a defensive building. I think that this is the hardest matchup, but you may think otherwise.

Conclusion:

This deck is super fun to play in challenges and ladder, provided that your levels are high enough.

It’s my favorite deck to play against Royal Giant and other tank decks, as P.E.K.K.A rules over them all.

It does require skill to play, so I suggest taking this guide and making your own tweaks to the deck to suit your own play style.

After all, no deck will be perfect for everybody. You can make it faster by adding cycle cards such as Skeletons, or making it a control deck with Poison and Miner.

Overall, this deck is a great base deck for people to change as they please. The concepts will remain the same, but the way you play it will change.

I hope that all of you reading this that you enjoyed reading this guide. I know it’s a lot to take in, but I hope that you walk away with a better understanding of the game and a new fun deck for you to try out on your own.

I plan to make more articles for the future and to go along with my youtube channel. It’s pretty small right now, but I hope my articles can help it grow and help others.

Thanks for Reading!

This has been General NX, signing out for the day. See you all next time.